Sunday, December 16, 2012

Snowball Mayhem Guide


Overview
The key objective of Snowball Mayhem is for each team to return "Gifts" back to their home point well to score points, with the 1st team to 500 determined the winner. When players collects a gift their skill bar is removed until the bundle is dropped. It need to be noted that the gift spawns aren't frequently in the same location and a lot of will show up closer to a team point than others, meaning teams will need to spread their players if they are to be as productive as attainable.

After speaking to the Asura in Lions Arch (he's sat on a barrel) you'll be transported inside the snow globe & allocated to either the Red or Blue team. Once inside you'll be presented with a choice of three 'professions' (Scout, Heavy Gunner & Assistance) with each playing a key role in the gw2 gold game mode. Players are gratis to alter profession at any point during the match-up but must return to the home point to do so. Each profession also has a sixth in replace of the heal which tends to be offensive.

Scout
The scout, as you would expect, is the quickest of all the 'professions'. It plays similarly to the thief in the sense its attacks are fast & provide evasive and swiftness inducing effects. The scout also has the ability to disappear in stealth via the use of Snowblind and can deal a substantial chunk of damage to enemies with Sniper Shot should you can stay still lengthy enough to make use of it.

Abilities

Quick Shot: A normal auto attack accessible for all professions which has a range of 900.

Evasive Shot: Akin to the thief, making use of Evasive Shot will see you jump backwards after your attack.

Rapid Fire: Your profession will unleash a volley of snowballs in rapid succession. It must be noted that the accuracy of Rapid Fire is poor, so it is greatest to use it at close range for maximum impact.

Sniper Shot: A lengthy ranged channeled skill, Sniper Shot deals a substantial level of harm yet you are unable to move while charging it. The skill will deal more harm the longer you charge it so if possible attempt to maximize the duration.

Snowblind: Using this skill will stealth your character but also blind those around you, allowing you to flank or escape with relative ease. You will need to be sensible when you use it having said that as it has a long cooldown.

Ice Elemental: The sixth skill shared between all professions & will summon an Ice Elemental to defend you. It's fairly slow moving although does hurt if you're caught by its snowballs.

Heavy Gunner
The Heavy Gunner is the equivalent of Team Fortress 2's and is capable of soaking up a big degree of damage although similarly to TF2's counterpart, is astonishingly slow to move when its weapon is drawn. While you have your weapon drawn, your character will move at walking pace which makes combat feel impressively sluggish. Luckily you can stow your weapon away while moving from point-to-point removing some of the burden. As opposed to the other professions the Heavy Gunner will heal himself when his weapon is drawn.

Skills

Fire Snowball: A normal auto attack available for all professions which has a range of 1000.

Powder Spray: A short range conal attack that hits all enemies in front of the Heavy for moderate damage.

Jump Shot: Identical to the Engineers rifle skill, this ground targeted attack makes it possible for you to leap a awesome distance & plummet down on your foes below. It hits hard and is capable of dealing AoE harm to those around you.

Overcharged Shot: Providing a ground targeted knockback, Overcharged Shot sends a vast ice boulder towards the enemy and will impact any individual it hits.

Defensive Bubble: Similar to a guardians, the Defensive Bubble does just what it says on the tin: it stops projectiles for you & your team mates. Be conscientious when you choose to use it in spite of this as it has a lengthy cooldown.

Ice Elemental: The sixth skill shared between all professions & will summon an Ice Elemental to defend you. It is comparatively slow moving but does hurt if you are caught by its snowballs.

Support
I would have a look at the Assistance profession similar to a staff elementalist (type of) with its use of ground targeted spells and lengthy range attacks. As the profession name suggests, it has an array of capabilities created to aid your team mates and slow the progress of the opposing team. It is without doubt my preferred of all of the three.

Abilities

Quick Shot: A standard auto attack accessible for all professions which has a range of 1200.

Healing Breeze: A further conal attack nonetheless in contrast to the Heavy's, this heals all allies within its range (which includes yourself) & gives five seconds of regeneration.

Icy Ground: One of the most annoying capabilities to be hit with, Icy Ground will knock contenders to the ground the moment they touch it. As it's ground targeted and has a lengthy range, it genuinely is formidable in the right hands, particularly to stop present carriers escaping or to safeguard your own.

Ice Wall: The capacity to block a players movements should never be underestimated which is why Ice Wall is so useful. With a range of 900 the skill will summon quite a brief wall that players will must navigate around. Having numerous support professions use this skill at the same time enables you to chain block gw2 gold player progress to astounding impact.

Snowroll: Last nevertheless certainly not least is Snowroll that has to be the greatest "troll" skill in the entire game. Turning the assistance profession into a giant snowball, you could freely control its movement and will knock back players you touch. There is no limit on the level of knockbacks a player can suffer, so for its complete duration you could continue to pummel an individual repeatedly. Particularly annoying but ever so brilliant.

Ice Elemental: The sixth skill shared between all professions & will summon an Ice Elemental to defend you. It's comparatively slow moving yet does hurt if you're caught by its snowballs.

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